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https://github.com/NixOS/nixpkgs.git
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dxvk: migrate to by-name
This commit is contained in:
parent
961e8be9ea
commit
26f624d940
57
pkgs/by-name/dx/dxvk_1/package.nix
Normal file
57
pkgs/by-name/dx/dxvk_1/package.nix
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@ -0,0 +1,57 @@
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{ lib
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, stdenv
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, fetchFromGitHub
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, glslang
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, meson
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, ninja
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, windows
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, pkgsBuildHost
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, enableMoltenVKCompat ? false
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}:
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let
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isCross = stdenv.hostPlatform != stdenv.targetPlatform;
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in
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stdenv.mkDerivation (finalAttrs: {
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pname = "dxvk";
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version = "1.10.3";
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src = fetchFromGitHub {
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owner = "doitsujin";
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repo = "dxvk";
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rev = "v${finalAttrs.version}";
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hash = "sha256-T93ZylxzJGprrP+j6axZwl2d3hJowMCUOKNjIyNzkmE=";
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};
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# These patches are required when using DXVK with Wine on Darwin.
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patches = lib.optionals enableMoltenVKCompat [
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# Patch DXVK to work with MoltenVK even though it doesn’t support some required features.
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# Some games work poorly (particularly Unreal Engine 4 games), but others work pretty well.
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./darwin-dxvk-compat.patch
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# Use synchronization primitives from the C++ standard library to avoid deadlocks on Darwin.
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# See: https://www.reddit.com/r/macgaming/comments/t8liua/comment/hzsuce9/
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./darwin-thread-primitives.patch
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];
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nativeBuildInputs = [ glslang meson ninja ];
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buildInputs = [ windows.pthreads ];
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mesonFlags =
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let
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arch = if stdenv.is32bit then "32" else "64";
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in
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[
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"--buildtype" "release"
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"--prefix" "${placeholder "out"}"
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]
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++ lib.optionals isCross [ "--cross-file" "build-win${arch}.txt" ];
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meta = {
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description = "A Vulkan-based translation layer for Direct3D 9/10/11";
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homepage = "https://github.com/doitsujin/dxvk";
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changelog = "https://github.com/doitsujin/dxvk/releases";
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maintainers = [ lib.maintainers.reckenrode ];
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license = lib.licenses.zlib;
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platforms = lib.platforms.windows;
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};
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})
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77
pkgs/by-name/dx/dxvk_2/package.nix
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77
pkgs/by-name/dx/dxvk_2/package.nix
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@ -0,0 +1,77 @@
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{ lib
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, stdenv
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, fetchFromGitHub
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, pkgsBuildHost
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, glslang
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, meson
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, ninja
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, windows
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, spirv-headers
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, vulkan-headers
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, SDL2
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, glfw
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, gitUpdater
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, sdl2Support ? true
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, glfwSupport ? false
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}:
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# SDL2 and GLFW support are mutually exclusive.
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assert !sdl2Support || !glfwSupport;
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let
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isCross = stdenv.hostPlatform != stdenv.targetPlatform;
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isWindows = stdenv.hostPlatform.uname.system == "Windows";
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in
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stdenv.mkDerivation (finalAttrs: {
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pname = "dxvk";
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version = "2.3";
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src = fetchFromGitHub {
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owner = "doitsujin";
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repo = "dxvk";
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rev = "v${finalAttrs.version}";
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hash = "sha256-RU+B0XfphD5HHW/vSzqHLUaGS3E31d5sOLp3lMmrCB8=";
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fetchSubmodules = true; # Needed for the DirectX headers and libdisplay-info
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};
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postPatch = ''
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substituteInPlace "subprojects/libdisplay-info/tool/gen-search-table.py" \
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--replace "/usr/bin/env python3" "${lib.getBin pkgsBuildHost.python3}/bin/python3"
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'';
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nativeBuildInputs = [ glslang meson ninja ];
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buildInputs = [ spirv-headers vulkan-headers ]
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++ lib.optionals (!isWindows && sdl2Support) [ SDL2 ]
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++ lib.optionals (!isWindows && glfwSupport) [ glfw ]
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++ lib.optionals isWindows [ windows.pthreads ];
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# Build with the Vulkan SDK in nixpkgs.
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preConfigure = ''
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rm -rf include/spirv/include include/vulkan/include
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mkdir -p include/spirv/include include/vulkan/include
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'';
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mesonFlags =
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let
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arch = if stdenv.is32bit then "32" else "64";
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in
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[
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"--buildtype" "release"
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"--prefix" "${placeholder "out"}"
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]
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++ lib.optionals isCross [ "--cross-file" "build-win${arch}.txt" ]
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++ lib.optional glfwSupport "-Ddxvk_native_wsi=glfw";
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doCheck = !isCross;
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passthru.updateScript = gitUpdater { rev-prefix = "v"; };
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meta = {
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description = "A Vulkan-based translation layer for Direct3D 9/10/11";
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homepage = "https://github.com/doitsujin/dxvk";
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changelog = "https://github.com/doitsujin/dxvk/releases";
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maintainers = [ lib.maintainers.reckenrode ];
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license = lib.licenses.zlib;
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platforms = lib.platforms.windows ++ lib.platforms.linux;
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};
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})
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@ -1,114 +0,0 @@
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{ lib
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, stdenv
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, fetchFromGitHub
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, glslang
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, meson
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, ninja
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, windows
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, dxvkVersion ? "default"
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, spirv-headers
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, vulkan-headers
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, SDL2
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, glfw
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, pkgsBuildHost
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, gitUpdater
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, sdl2Support ? true
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, glfwSupport ? false
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, enableMoltenVKCompat ? false
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}:
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# SDL2 and GLFW support are mutually exclusive.
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assert !sdl2Support || !glfwSupport;
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let
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# DXVK 2.0+ no longer vendors certain dependencies. This derivation also needs to build on Darwin,
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# which does not currently support DXVK 2.0, so adapt conditionally for this situation.
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isDxvk2 = lib.versionAtLeast (srcs.${dxvkVersion}.version) "2.0";
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# DXVK has effectively the same build script regardless of platform.
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srcs = {
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"1.10" = rec {
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version = "1.10.3";
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src = fetchFromGitHub {
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owner = "doitsujin";
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repo = "dxvk";
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rev = "v${version}";
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hash = "sha256-T93ZylxzJGprrP+j6axZwl2d3hJowMCUOKNjIyNzkmE=";
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};
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# These patches are required when using DXVK with Wine on Darwin.
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patches = lib.optionals enableMoltenVKCompat [
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# Patch DXVK to work with MoltenVK even though it doesn’t support some required features.
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# Some games work poorly (particularly Unreal Engine 4 games), but others work pretty well.
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./darwin-dxvk-compat.patch
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# Use synchronization primitives from the C++ standard library to avoid deadlocks on Darwin.
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# See: https://www.reddit.com/r/macgaming/comments/t8liua/comment/hzsuce9/
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./darwin-thread-primitives.patch
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];
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};
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"default" = rec {
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version = "2.3";
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src = fetchFromGitHub {
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owner = "doitsujin";
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repo = "dxvk";
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rev = "v${version}";
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hash = "sha256-RU+B0XfphD5HHW/vSzqHLUaGS3E31d5sOLp3lMmrCB8=";
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fetchSubmodules = true; # Needed for the DirectX headers and libdisplay-info
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};
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patches = [ ];
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};
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};
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isWindows = stdenv.targetPlatform.uname.system == "Windows";
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isCross = stdenv.hostPlatform != stdenv.targetPlatform;
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in
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stdenv.mkDerivation (finalAttrs: {
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pname = "dxvk";
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inherit (srcs.${dxvkVersion}) version src patches;
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nativeBuildInputs = [ glslang meson ninja ];
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buildInputs = lib.optionals isWindows [ windows.pthreads ]
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++ lib.optionals isDxvk2 (
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[ spirv-headers vulkan-headers ]
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++ lib.optional (!isWindows && sdl2Support) SDL2
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++ lib.optional (!isWindows && glfwSupport) glfw
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);
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postPatch = lib.optionalString isDxvk2 ''
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substituteInPlace "subprojects/libdisplay-info/tool/gen-search-table.py" \
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--replace "/usr/bin/env python3" "${lib.getBin pkgsBuildHost.python3}/bin/python3"
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'';
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# Build with the Vulkan SDK in nixpkgs.
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preConfigure = ''
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rm -rf include/spirv/include include/vulkan/include
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mkdir -p include/spirv/include include/vulkan/include
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'';
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mesonFlags =
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let
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arch = if stdenv.is32bit then "32" else "64";
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in
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[
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"--buildtype" "release"
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"--prefix" "${placeholder "out"}"
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]
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++ lib.optionals isCross [ "--cross-file" "build-win${arch}.txt" ]
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++ lib.optional glfwSupport "-Ddxvk_native_wsi=glfw";
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doCheck = isDxvk2 && !isCross;
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passthru = lib.optionalAttrs (lib.versionAtLeast finalAttrs.version "2.0") {
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updateScript = gitUpdater {
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rev-prefix = "v";
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};
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};
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meta = {
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description = "A Vulkan-based translation layer for Direct3D 9/10/11";
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homepage = "https://github.com/doitsujin/dxvk";
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changelog = "https://github.com/doitsujin/dxvk/releases";
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maintainers = [ lib.maintainers.reckenrode ];
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license = lib.licenses.zlib;
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platforms = lib.platforms.windows ++ lib.optionals isDxvk2 lib.platforms.linux;
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};
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})
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@ -40458,10 +40458,6 @@ with pkgs;
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dump = callPackage ../tools/backup/dump { };
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dxvk = callPackage ../misc/dxvk { };
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dxvk_1 = callPackage ../misc/dxvk/dxvk.nix { dxvkVersion = "1.10"; };
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dxvk_2 = callPackage ../misc/dxvk/dxvk.nix { };
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ec2stepshell = callPackage ../tools/security/ec2stepshell { };
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ecdsatool = callPackage ../tools/security/ecdsatool { };
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